public bool ValidIndirectDiffuseState()
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironement        = m_RaytracingManager.CurrentEnvironment();
            RaytracingShader        indirectDiffuseShader = m_PipelineAsset.renderPipelineResources.shaders.indirectDiffuseRaytracing;

            return(!(rtEnvironement == null || !rtEnvironement.raytracedIndirectDiffuse ||
                     indirectDiffuseShader == null ||
                     m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null));
        }
        public bool ValidIndirectDiffuseState()
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment         = m_RaytracingManager.CurrentEnvironment();
            RayTracingShader        indirectDiffuseShader = m_PipelineAsset.renderPipelineRayTracingResources.indirectDiffuseRaytracing;
            var settings = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();

            return(!(rtEnvironment == null || !settings.enableRayTracing.value ||
                     indirectDiffuseShader == null ||
                     m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null));
        }
Example #3
0
        public void Render(CommandBuffer cmd, HDCamera camera, SharedRTManager sharedRTManager, ScriptableRenderContext renderContext, int frameCount)
        {
            var settings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            if (!IsActive(camera, settings))
            {
                // No AO applied - neutral is black, see the comment in the shaders
                cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, TextureXR.GetBlackTexture());
                cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, Vector4.zero);
                return;
            }
            else
            {
#if ENABLE_RAYTRACING
                HDRaytracingEnvironment rtEnvironement = m_RayTracingManager.CurrentEnvironment();
                if (rtEnvironement != null && settings.enableRaytracing.value)
                {
                    m_RaytracingAmbientOcclusion.RenderAO(camera, cmd, m_AmbientOcclusionTex, renderContext, frameCount);
                }
                else
#endif
                {
                    Dispatch(cmd, camera, sharedRTManager, frameCount);
                    PostDispatchWork(cmd, camera, sharedRTManager);
                }
            }
        }
Example #4
0
        public void Render(CommandBuffer cmd, HDCamera camera, SharedRTManager sharedRTManager, ScriptableRenderContext renderContext, uint frameCount)
        {
#if ENABLE_RAYTRACING
            HDRaytracingEnvironment rtEnvironement = m_RayTracingManager.CurrentEnvironment();
            if (rtEnvironement != null && rtEnvironement.raytracedAO)
            {
                m_RaytracingAmbientOcclusion.RenderAO(camera, cmd, m_AmbientOcclusionTex, renderContext, frameCount);
            }
            else
#endif
            {
                Dispatch(cmd, camera, sharedRTManager);
                PostDispatchWork(cmd, camera, sharedRTManager);
            }
        }
Example #5
0
        public void EvaluateLightClusters(CommandBuffer cmd, HDCamera hdCamera, List <HDAdditionalLightData> lightArray)
        {
            // Grab the current ray-tracing environment, if no environment available stop right away
            HDRaytracingEnvironment currentEnv     = m_RaytracingManager.CurrentEnvironment();
            ComputeShader           lightClusterCS = m_RenderPipelineResources.shaders.lightClusterBuildCS;

            // If there is no area light to process or no environment not the shader is missing
            if (currentEnv == null || lightClusterCS == null || lightArray.Count == 0)
            {
                // Invalidate the cluster's bounds so that we never access the buffer
                minClusterPos.Set(float.MaxValue, float.MaxValue, float.MaxValue);
                maxClusterPos.Set(-float.MaxValue, -float.MaxValue, -float.MaxValue);
                punctualLightCount = 0;
                areaLightCount     = 0;

                // Make sure the buffer is at least of size 1
                if (m_LightCluster.count != 1)
                {
                    ResizeClusterBuffer(1);
                }
                return;
            }

            // Build the Light volumes
            BuildGPULightVolumes(lightArray);

            // Evaluate the volume of the cluster
            EvaluateClusterVolume(currentEnv, hdCamera, lightArray.Count);

            // Cull the lights within the evaluated cluster range
            CullLights(cmd, lightClusterCS, lightArray.Count);

            // Build the light Cluster
            BuildLightCluster(cmd, lightClusterCS, currentEnv, lightArray.Count);

            // Build the light data
            BuildLightData(cmd, hdCamera, lightArray);

            // Generate the debug view
            EvaluateClusterDebugView(cmd, hdCamera, currentEnv);
        }
        public void EvaluateLightClusters(CommandBuffer cmd, HDCamera hdCamera, List <HDAdditionalLightData> lightArray)
        {
            // If there is no area light to process, nothing to do here
            if (lightArray.Count == 0)
            {
                return;
            }

            // Grab the current ray-tracing environment, if no environment available stop right away
            HDRaytracingEnvironment currentEnv = m_RaytracingManager.CurrentEnvironment();

            if (currentEnv == null)
            {
                return;
            }

            ComputeShader lightClusterCS = m_RenderPipelineResources.shaders.lightClusterBuildCS;

            if (lightClusterCS == null)
            {
                return;
            }

            // Build the Light volumes
            BuildGPULightVolumes(lightArray);

            // Evaluate the volume of the cluster
            EvaluateClusterVolume(currentEnv, hdCamera, lightArray.Count);

            // Cull the lights within the evaluated cluster range
            CullLights(cmd, lightClusterCS, lightArray.Count);

            // Build the light Cluster
            BuildLightCluster(cmd, lightClusterCS, currentEnv, lightArray.Count);

            // Build the light data
            BuildLightData(cmd, hdCamera, lightArray);

            // Generate the debug view
            EvaluateClusterDebugView(cmd, hdCamera, currentEnv);
        }
Example #7
0
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, uint frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();
            ComputeShader           aoFilter       = m_PipelineResources.shaders.raytracingAOFilterCS;
            RaytracingShader        aoShader       = m_PipelineResources.shaders.aoRaytracing;
            var aoSettings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            // Check if the state is valid for evaluating ambient occlusion
            bool invalidState = rtEnvironement == null ||
                                aoFilter == null || aoShader == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null ||
                                !(hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSAO) && aoSettings.intensity.value > 0f);

            // If any of the previous requirements is missing, the effect is not requested or no acceleration structure, set the default one and leave right away
            if (invalidState)
            {
                SetDefaultAmbientOcclusionTexture(cmd);
                return;
            }

            // Grab the acceleration structure for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.aoLayerMask);

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(aoShader, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetRaytracingFloatParams(aoShader, HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetRaytracingFloatParams(aoShader, HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.aoRayLength);
            cmd.SetRaytracingIntParams(aoShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.aoNumSamples);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._RaytracingHitDistanceTexture, m_HitDistanceBuffer);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._RaytracingVSNormalTexture, m_ViewSpaceNormalBuffer);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._AmbientOcclusionTextureRW, m_IntermediateBuffer);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Value used to scale the ao intensity
            cmd.SetRaytracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, aoSettings.intensity.value);

            cmd.SetRaytracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Run the calculus
            cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler()))
            {
                switch (rtEnvironement.aoFilterMode)
                {
                case HDRaytracingEnvironment.AOFilterMode.Nvidia:
                {
                    cmd.DenoiseAmbientOcclusionTexture(m_IntermediateBuffer, m_HitDistanceBuffer, m_SharedRTManager.GetDepthStencilBuffer(), m_ViewSpaceNormalBuffer, outputTexture, hdCamera.viewMatrix, hdCamera.projMatrix, (uint)rtEnvironement.maxFilterWidthInPixels, rtEnvironement.filterRadiusInMeters, rtEnvironement.normalSharpness, 1.0f, 0.0f);
                }
                break;

                case HDRaytracingEnvironment.AOFilterMode.SpatioTemporal:
                {
                    m_KernelFilter = aoFilter.FindKernel("AOCopyTAAHistory");

                    // Grab the history buffer
                    RTHandleSystem.RTHandle ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion)
                                                                      ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1);

                    // Texture dimensions
                    int texWidth  = hdCamera.actualWidth;
                    int texHeight = hdCamera.actualHeight;

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Given that we can't read and write into the same buffer, we store the current frame value and the history in the denoisebuffer1
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._AOHistorybufferRW, ambientOcclusionHistory);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_IntermediateBuffer);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_ViewSpaceNormalBuffer);
                    cmd.DispatchCompute(aoFilter, m_KernelFilter, numTilesX, numTilesY, 1);

                    m_KernelFilter = aoFilter.FindKernel("AOApplyTAA");

                    // Apply a vectorized temporal filtering pass and store it back in the denoisebuffer0 with the analytic value in the third channel
                    var historyScale = new Vector2(hdCamera.actualWidth / (float)ambientOcclusionHistory.rt.width, hdCamera.actualHeight / (float)ambientOcclusionHistory.rt.height);
                    cmd.SetComputeVectorParam(aoFilter, HDShaderIDs._ScreenToTargetScaleHistory, historyScale);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_ViewSpaceNormalBuffer);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_IntermediateBuffer);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._AOHistorybufferRW, ambientOcclusionHistory);
                    cmd.DispatchCompute(aoFilter, m_KernelFilter, numTilesX, numTilesY, 1);

                    m_KernelFilter = aoFilter.FindKernel("AOBilateralFilterH");

                    // Horizontal pass of the bilateral filter
                    cmd.SetComputeIntParam(aoFilter, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.aoBilateralRadius);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_IntermediateBuffer);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_ViewSpaceNormalBuffer);
                    cmd.DispatchCompute(aoFilter, m_KernelFilter, numTilesX, numTilesY, 1);

                    m_KernelFilter = aoFilter.FindKernel("AOBilateralFilterV");

                    // Horizontal pass of the bilateral filter
                    cmd.SetComputeIntParam(aoFilter, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.aoBilateralRadius);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_ViewSpaceNormalBuffer);
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeTextureParam(aoFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputTexture);
                    cmd.DispatchCompute(aoFilter, m_KernelFilter, numTilesX, numTilesY, 1);
                }
                break;

                case HDRaytracingEnvironment.AOFilterMode.None:
                {
                    HDUtils.BlitCameraTexture(cmd, hdCamera, m_IntermediateBuffer, outputTexture);
                }
                break;
                }
            }

            // Bind the textures and the params
            cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture);
            cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(0f, 0f, 0f, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().directLightingStrength.value));

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }
Example #8
0
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, uint frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();
            BlueNoise        blueNoise             = m_RaytracingManager.GetBlueNoiseManager();
            ComputeShader    bilateralFilter       = m_PipelineResources.shaders.jointBilateralFilterCS;
            RaytracingShader aoShader         = m_PipelineResources.shaders.aoRaytracing;
            bool             missingResources = rtEnvironement == null || blueNoise == null || bilateralFilter == null || aoShader == null ||
                                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // Try to grab the acceleration structure for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(hdCamera);

            // If a resource is missing, the effect is not requested or no acceleration structure, set the default one and leave right away
            if (missingResources || !hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSAO) || accelerationStructure == null)
            {
                SetDefaultAmbientOcclusionTexture(cmd);
                return;
            }

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(aoShader, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetRaytracingFloatParams(aoShader, HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetRaytracingFloatParams(aoShader, HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.aoRayLength);
            cmd.SetRaytracingIntParams(aoShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.aoNumSamples);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._RaytracingHitDistanceTexture, m_HitDistanceBuffer);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._RaytracingVSNormalTexture, m_ViewSpaceNormalBuffer);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._AmbientOcclusionTextureRW, m_IntermediateBuffer);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Value used to scale the ao intensity
            cmd.SetRaytracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().intensity.value);

            cmd.SetRaytracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.rayCountEnabled);
            cmd.SetRaytracingTextureParam(aoShader, m_RayGenShaderName, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTex);

            // Run the calculus
            cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler()))
            {
                switch (rtEnvironement.aoFilterMode)
                {
                case HDRaytracingEnvironment.AOFilterMode.Nvidia:
                {
                    cmd.DenoiseAmbientOcclusionTexture(m_IntermediateBuffer, m_HitDistanceBuffer, m_SharedRTManager.GetDepthStencilBuffer(), m_ViewSpaceNormalBuffer, outputTexture, hdCamera.viewMatrix, hdCamera.projMatrix, (uint)rtEnvironement.maxFilterWidthInPixels, rtEnvironement.filterRadiusInMeters, rtEnvironement.normalSharpness, 1.0f, 0.0f);
                }
                break;

                case HDRaytracingEnvironment.AOFilterMode.Bilateral:
                {
                    m_KernelFilter = bilateralFilter.FindKernel("JointBilateralFilter");
                    // Inject all the parameters for the compute
                    cmd.SetComputeIntParam(bilateralFilter, _DenoiseRadius, rtEnvironement.aoBilateralRadius);
                    cmd.SetComputeFloatParam(bilateralFilter, _GaussianSigma, rtEnvironement.aoBilateralSigma);
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, "_SourceTexture", m_IntermediateBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

                    // Set the output slot
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, "_OutputTexture", outputTexture);

                    // Texture dimensions
                    int texWidth  = outputTexture.rt.width;
                    int texHeight = outputTexture.rt.width;

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Compute the texture
                    cmd.DispatchCompute(bilateralFilter, m_KernelFilter, numTilesX, numTilesY, 1);
                }
                break;

                case HDRaytracingEnvironment.AOFilterMode.None:
                {
                    HDUtils.BlitCameraTexture(cmd, hdCamera, m_IntermediateBuffer, outputTexture);
                }
                break;
                }
            }

            // Bind the textures and the params
            cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture);
            cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(0f, 0f, 0f, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().directLightingStrength.value));

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }
Example #9
0
        public void RenderReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, uint frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();
            BlueNoise        blueNoise             = m_RaytracingManager.GetBlueNoiseManager();
            ComputeShader    bilateralFilter       = m_PipelineAsset.renderPipelineResources.shaders.reflectionBilateralFilterCS;
            RaytracingShader reflectionShader      = m_PipelineAsset.renderPipelineResources.shaders.reflectionRaytracing;
            bool             missingResources      = rtEnvironement == null || blueNoise == null || bilateralFilter == null || reflectionShader == null ||
                                                     m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // Try to grab the acceleration structure and the list of HD lights for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(hdCamera);
            HDRaytracingLightCluster        lightCluster          = m_RaytracingManager.RequestLightCluster(hdCamera);

            // If no acceleration structure available, end it now
            if (accelerationStructure == null || lightCluster == null || missingResources)
            {
                return;
            }

            // Compute the actual resolution that is needed base on the quality
            string targetRayGen = "";

            switch (rtEnvironement.reflQualityMode)
            {
            case HDRaytracingEnvironment.ReflectionsQuality.QuarterRes:
            {
                targetRayGen = m_RayGenHalfResName;
            };
                break;

            case HDRaytracingEnvironment.ReflectionsQuality.Integration:
            {
                targetRayGen = m_RayGenIntegrationName;
            };
                break;
            }

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(reflectionShader, "ReflectionDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(reflectionShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Global reflection parameters
            cmd.SetRaytracingFloatParams(reflectionShader, HDShaderIDs._RaytracingIntensityClamp, rtEnvironement.reflClampValue);
            cmd.SetRaytracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMinSmoothness, rtEnvironement.reflMinSmoothness);
            cmd.SetRaytracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMaxDistance, rtEnvironement.reflBlendDistance);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.reflRayLength);
            cmd.SetRaytracingIntParams(reflectionShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.reflNumMaxSamples);
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._SsrLightingTextureRW, m_LightingTexture);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._SsrHitPointTexture, m_HitPdfTexture);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

            // Set ray count tex
            cmd.SetRaytracingIntParam(reflectionShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.rayCountEnabled);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTex);

            // Compute the pixel spread value
            float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight));

            cmd.SetRaytracingFloatParam(reflectionShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, rtEnvironement.maxNumLightsPercell);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Set the data for the ray miss
            cmd.SetRaytracingTextureParam(reflectionShader, m_MissShaderName, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

            // Compute the actual resolution that is needed base on the quality
            uint widthResolution = 1, heightResolution = 1;

            switch (rtEnvironement.reflQualityMode)
            {
            case HDRaytracingEnvironment.ReflectionsQuality.QuarterRes:
            {
                widthResolution  = (uint)hdCamera.actualWidth / 2;
                heightResolution = (uint)hdCamera.actualHeight / 2;
            };
                break;

            case HDRaytracingEnvironment.ReflectionsQuality.Integration:
            {
                widthResolution  = (uint)hdCamera.actualWidth;
                heightResolution = (uint)hdCamera.actualHeight;
            };
                break;
            }

            // Run the calculus
            cmd.DispatchRays(reflectionShader, targetRayGen, widthResolution, heightResolution, 1);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                switch (rtEnvironement.reflQualityMode)
                {
                case HDRaytracingEnvironment.ReflectionsQuality.QuarterRes:
                {
                    // Fetch the right filter to use
                    int currentKernel = bilateralFilter.FindKernel("RaytracingReflectionFilter");

                    // Inject all the parameters for the compute
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, m_LightingTexture);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, m_HitPdfTexture);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_NoiseTexture", blueNoise.textureArray16RGB);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_VarianceTexture", m_VarianceBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_MinColorRangeTexture", m_MinBoundBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_MaxColorRangeTexture", m_MaxBoundBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);
                    cmd.SetComputeIntParam(bilateralFilter, HDShaderIDs._SpatialFilterRadius, rtEnvironement.reflSpatialFilterRadius);

                    // Texture dimensions
                    int texWidth  = outputTexture.rt.width;
                    int texHeight = outputTexture.rt.width;

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize;

                    // Compute the texture
                    cmd.DispatchCompute(bilateralFilter, currentKernel, numTilesXHR, numTilesYHR, 1);

                    int numTilesXFR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYFR = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    RTHandleSystem.RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                      ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    // Fetch the right filter to use
                    currentKernel = bilateralFilter.FindKernel("TemporalAccumulationFilter");
                    cmd.SetComputeFloatParam(bilateralFilter, HDShaderIDs._TemporalAccumuationWeight, rtEnvironement.reflTemporalAccumulationWeight);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._AccumulatedFrameTexture, history);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, HDShaderIDs._CurrentFrameTexture, outputTexture);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_MinColorRangeTexture", m_MinBoundBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, currentKernel, "_MaxColorRangeTexture", m_MaxBoundBuffer);
                    cmd.DispatchCompute(bilateralFilter, currentKernel, numTilesXFR, numTilesYFR, 1);
                }
                break;

                case HDRaytracingEnvironment.ReflectionsQuality.Integration:
                {
                    HDUtils.BlitCameraTexture(cmd, hdCamera, m_LightingTexture, outputTexture);
                }
                break;
                }
            }
        }
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment();
            RayTracingShader        aoShader      = m_PipelineRayTracingResources.aoRaytracing;
            var aoSettings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            // Check if the state is valid for evaluating ambient occlusion
            bool invalidState = rtEnvironment == null ||
                                aoShader == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If any of the previous requirements is missing, the effect is not requested or no acceleration structure, set the default one and leave right away
            if (invalidState)
            {
                SetDefaultAmbientOcclusionTexture(cmd);
                return;
            }

            // Grab the acceleration structure for the target camera
            RayTracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironment.aoLayerMask);

            // Define the shader pass to use for the reflection pass
            cmd.SetRayTracingShaderPass(aoShader, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRayTracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayMaxLength, aoSettings.rayLength.value);
            cmd.SetRayTracingIntParams(aoShader, HDShaderIDs._RaytracingNumSamples, aoSettings.numSamples.value);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Value used to scale the ao intensity
            cmd.SetRayTracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, aoSettings.intensity.value);

            cmd.SetRayTracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Set the output textures
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._AmbientOcclusionTextureRW, m_IntermediateBuffer);
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RaytracingVSNormalTexture, m_ViewSpaceNormalBuffer);

            // Run the computation
            cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler()))
            {
                if (aoSettings.enableFilter.value)
                {
                    // Grab the history buffer
                    RTHandleSystem.RTHandle ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion)
                                                                      ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1);

                    // Apply the simple denoiser
                    HDSimpleDenoiser simpleDenoiser = m_RaytracingManager.GetSimpleDenoiser();
                    simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_IntermediateBuffer, ambientOcclusionHistory, outputTexture, aoSettings.filterRadius.value);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_IntermediateBuffer, outputTexture);
                }
            }

            // Bind the textures and the params
            cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture);
            cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(0f, 0f, 0f, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().directLightingStrength.value));

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }
Example #11
0
        public bool RenderAreaShadows(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, uint frameCount)
        {
            // NOTE: Here we cannot clear the area shadow texture because it is a texture array. So we need to bind it and make sure no material will try to read it in the shaders
            BindShadowTexture(cmd);

            // Let's check all the resources and states to see if we should render the effect
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();

            RaytracingShader shadowRaytrace = m_PipelineAsset.renderPipelineResources.shaders.areaShadowsRaytracingRT;
            ComputeShader    shadowsCompute = m_PipelineAsset.renderPipelineResources.shaders.areaShadowRaytracingCS;
            ComputeShader    shadowFilter   = m_PipelineAsset.renderPipelineResources.shaders.areaShadowFilterCS;

            // Make sure everything is valid
            bool invalidState = rtEnvironement == null || rtEnvironement.raytracedShadows == false ||
                                hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred ||
                                shadowRaytrace == null || shadowsCompute == null || shadowFilter == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If invalid state or ray-tracing acceleration structure, we stop right away
            if (invalidState)
            {
                return(false);
            }

            // Grab the TAA history buffers (SN/UN and Analytic value)
            RTHandleSystem.RTHandle areaShadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaShadow)
                                                             ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaShadow, AreaShadowHistoryBufferAllocatorFunction, 1);
            RTHandleSystem.RTHandle areaAnalyticHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaAnalytic)
                                                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaAnalytic, AreaAnalyticHistoryBufferAllocatorFunction, 1);

            // Grab the acceleration structure for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.shadowLayerMask);

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(shadowRaytrace, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(shadowRaytrace, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Grab the Filtering Kernels
            int copyTAAHistoryKernel  = shadowFilter.FindKernel("AreaShadowCopyTAAHistory");
            int applyTAAKernel        = shadowFilter.FindKernel("AreaShadowApplyTAA");
            int updateAnalyticHistory = shadowFilter.FindKernel("AreaAnalyticHistoryUpdate");
            int estimateNoiseKernel   = shadowFilter.FindKernel("AreaShadowEstimateNoise");
            int firstDenoiseKernel    = shadowFilter.FindKernel("AreaShadowDenoiseFirstPass");
            int secondDenoiseKernel   = shadowFilter.FindKernel("AreaShadowDenoiseSecondPass");

            // Texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
            int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);

            int numLights = m_LightLoop.m_lightList.lights.Count;

            for (int lightIdx = 0; lightIdx < numLights; ++lightIdx)
            {
                // If this is not a rectangular area light or it won't have shadows, skip it
                if (m_LightLoop.m_lightList.lights[lightIdx].lightType != GPULightType.Rectangle || m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex == -1)
                {
                    continue;
                }
                using (new ProfilingSample(cmd, "Raytrace Area Shadow", CustomSamplerId.RaytracingShadowIntegration.GetSampler()))
                {
                    LightData currentLight = m_LightLoop.m_lightList.lights[lightIdx];

                    // We need to build the world to area light matrix
                    worldToLocalArea.SetColumn(0, currentLight.right);
                    worldToLocalArea.SetColumn(1, currentLight.up);
                    worldToLocalArea.SetColumn(2, currentLight.forward);

                    // Compensate the  relative rendering if active
                    Vector3 lightPositionWS = currentLight.positionRWS;
                    if (ShaderConfig.s_CameraRelativeRendering != 0)
                    {
                        lightPositionWS += hdCamera.camera.transform.position;
                    }
                    worldToLocalArea.SetColumn(3, lightPositionWS);
                    worldToLocalArea.m33 = 1.0f;
                    worldToLocalArea     = worldToLocalArea.inverse;

                    // We have noticed from extensive profiling that ray-trace shaders are not as effective for running per-pixel computation. In order to reduce that,
                    // we do a first prepass that compute the analytic term and probability and generates the first integration sample
                    if (rtEnvironement.splitIntegration)
                    {
                        int shadowComputeKernel = shadowsCompute.FindKernel("RaytracingAreaShadowPrepass");

                        // This pass evaluates the analytic value and the generates and outputs the first sample
                        cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoop.lightDatas);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples);
                        cmd.SetComputeMatrixParam(shadowsCompute, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache());
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                        cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);

                        // This pass will use the previously generated sample and add it to the integration buffer
                        cmd.SetRaytracingBufferParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                        cmd.DispatchRays(shadowRaytrace, m_RayGenShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

                        // Let's do the following samples (if any)
                        for (int sampleIndex = 1; sampleIndex < rtEnvironement.shadowNumSamples; ++sampleIndex)
                        {
                            shadowComputeKernel = shadowsCompute.FindKernel("RaytracingAreaShadowNewSample");

                            // This pass generates a new sample based on the initial pre-pass
                            cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoop.lightDatas);
                            cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                            cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples);
                            cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingSampleIndex, sampleIndex);
                            cmd.SetComputeMatrixParam(shadowsCompute, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache());
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                            cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);

                            // This pass will use the previously generated sample and add it to the integration buffer
                            cmd.SetRaytracingBufferParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas);
                            cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                            cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                            cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                            cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                            cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                            cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                            cmd.DispatchRays(shadowRaytrace, m_RayGenShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                        }
                    }
                    else
                    {
                        // This pass generates the analytic value and will do the full integration
                        cmd.SetRaytracingBufferParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas);
                        cmd.SetRaytracingIntParam(shadowRaytrace, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                        cmd.SetRaytracingIntParam(shadowRaytrace, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples);
                        cmd.SetRaytracingMatrixParam(shadowRaytrace, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                        cmd.SetRaytracingIntParam(shadowRaytrace, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache());
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                        cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                        cmd.DispatchRays(shadowRaytrace, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                    }
                }

                using (new ProfilingSample(cmd, "Combine Area Shadow", CustomSamplerId.RaytracingShadowCombination.GetSampler()))
                {
                    // Global parameters
                    cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.shadowFilterRadius);
                    cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingShadowSlot, m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex);

                    // Given that we can't read and write into the same buffer, we store the current frame value and the history in the denoisebuffer1
                    cmd.SetComputeTextureParam(shadowFilter, copyTAAHistoryKernel, HDShaderIDs._AreaShadowHistoryRW, areaShadowHistoryArray);
                    cmd.SetComputeTextureParam(shadowFilter, copyTAAHistoryKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0);
                    cmd.SetComputeTextureParam(shadowFilter, copyTAAHistoryKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer1);
                    cmd.DispatchCompute(shadowFilter, copyTAAHistoryKernel, numTilesX, numTilesY, 1);

                    // Apply a vectorized temporal filtering pass and store it back in the denoisebuffer0 with the analytic value in the third channel
                    var historyScale = new Vector2(hdCamera.actualWidth / (float)areaShadowHistoryArray.rt.width, hdCamera.actualHeight / (float)areaShadowHistoryArray.rt.height);
                    cmd.SetComputeVectorParam(shadowFilter, HDShaderIDs._ScreenToTargetScaleHistory, historyScale);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AnalyticHistoryBuffer, areaAnalyticHistoryArray);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AreaShadowHistoryRW, areaShadowHistoryArray);
                    cmd.DispatchCompute(shadowFilter, applyTAAKernel, numTilesX, numTilesY, 1);

                    // Now that we do not need it anymore, update the anyltic history
                    cmd.SetComputeTextureParam(shadowFilter, updateAnalyticHistory, HDShaderIDs._AnalyticHistoryBuffer, areaAnalyticHistoryArray);
                    cmd.SetComputeTextureParam(shadowFilter, updateAnalyticHistory, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);

                    cmd.DispatchCompute(shadowFilter, updateAnalyticHistory, numTilesX, numTilesY, 1);

                    if (rtEnvironement.shadowFilterRadius > 0)
                    {
                        // Inject parameters for noise estimation
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

                        // Noise estimation pre-pass
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0);
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer1);
                        cmd.DispatchCompute(shadowFilter, estimateNoiseKernel, numTilesX, numTilesY, 1);

                        // Reinject parameters for denoising
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray);

                        // First denoising pass
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1);
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0);
                        cmd.DispatchCompute(shadowFilter, firstDenoiseKernel, numTilesX, numTilesY, 1);
                    }

                    // Reinject parameters for denoising
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray);

                    // Second (and final) denoising pass
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0);
                    cmd.DispatchCompute(shadowFilter, secondDenoiseKernel, numTilesX, numTilesY, 1);
                }
            }

            // If this is the right debug mode and we have at least one light, write the first shadow to the denoise texture
            HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);

            if (FullScreenDebugMode.RaytracedAreaShadow == hdrp.m_CurrentDebugDisplaySettings.data.fullScreenDebugMode && numLights > 0)
            {
                int targetKernel = shadowFilter.FindKernel("WriteShadowTextureDebug");

                cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingShadowSlot, 0);
                cmd.SetComputeTextureParam(shadowFilter, targetKernel, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray);
                cmd.SetComputeTextureParam(shadowFilter, targetKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0);
                cmd.DispatchCompute(shadowFilter, targetKernel, numTilesX, numTilesY, 1);

                hdrp.PushFullScreenDebugTexture(hdCamera, cmd, m_DenoiseBuffer0, FullScreenDebugMode.RaytracedAreaShadow);
            }
            return(true);
        }
Example #12
0
        public void Render(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, CullingResults cull)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();
            BlueNoise        blueNoise             = m_RaytracingManager.GetBlueNoiseManager();
            RaytracingShader forwardShader         = m_PipelineAsset.renderPipelineResources.shaders.forwardRaytracing;
            Shader           raytracingMask        = m_PipelineAsset.renderPipelineResources.shaders.raytracingFlagMask;

            // Try to grab the acceleration structure and the list of HD lights for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(hdCamera);
            HDRaytracingLightCluster        lightCluster          = m_RaytracingManager.RequestLightCluster(hdCamera);

            bool missingResources = rtEnvironement == null || blueNoise == null || forwardShader == null || raytracingMask == null || accelerationStructure == null ||
                                    lightCluster == null || m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If any resource or game-object is missing We stop right away
            if (missingResources || !rtEnvironement.raytracedObjects)
            {
                return;
            }

            if (m_RaytracingFlagMaterial == null)
            {
                m_RaytracingFlagMaterial = CoreUtils.CreateEngineMaterial(raytracingMask);
            }

            // Before going into raytracing, we need to flag which pixels needs to be raytracing
            EvaluateRaytracingMask(cull, hdCamera, cmd, renderContext);

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(forwardShader, "ForwardDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(forwardShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.raytracingRayLength);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, rtEnvironement.rayMaxDepth);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._RaytracingFlagMask, m_RaytracingFlagTarget);
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._CameraColorTextureRW, outputTexture);

            // Compute the pixel spread value
            float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight));

            cmd.SetRaytracingFloatParam(forwardShader, HDShaderIDs._PixelSpreadAngle, pixelSpreadAngle);

            // Set the light cluster data if available
            {
                // LightLoop data
                cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
                cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
                cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
                cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
                cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, rtEnvironement.maxNumLightsPercell);
                cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
                cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());
            }

            // Set the data for the ray miss
            cmd.SetRaytracingTextureParam(forwardShader, m_MissShaderName, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

            // Run the calculus
            cmd.DispatchRays(forwardShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }
Example #13
0
        public void RenderReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, uint frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();
            LightLoop        lightLoop             = m_RaytracingManager.GetLightLoop();
            BlueNoise        blueNoise             = m_RaytracingManager.GetBlueNoiseManager();
            ComputeShader    reflectionFilter      = m_PipelineAsset.renderPipelineResources.shaders.reflectionBilateralFilterCS;
            RaytracingShader reflectionShader      = m_PipelineAsset.renderPipelineResources.shaders.reflectionRaytracing;

            bool invalidState = rtEnvironement == null || blueNoise == null ||
                                reflectionFilter == null || reflectionShader == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If no acceleration structure available, end it now
            if (invalidState)
            {
                return;
            }

            // Grab the acceleration structures and the light cluster to use
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.reflLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RaytracingManager.RequestLightCluster(rtEnvironement.reflLayerMask);

            // Compute the actual resolution that is needed base on the quality
            string targetRayGen = "";

            switch (rtEnvironement.reflQualityMode)
            {
            case HDRaytracingEnvironment.ReflectionsQuality.QuarterRes:
            {
                targetRayGen = m_RayGenHalfResName;
            };
                break;

            case HDRaytracingEnvironment.ReflectionsQuality.Integration:
            {
                targetRayGen = m_RayGenIntegrationName;
            };
                break;
            }

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(reflectionShader, "IndirectDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(reflectionShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Global reflection parameters
            cmd.SetRaytracingFloatParams(reflectionShader, HDShaderIDs._RaytracingIntensityClamp, rtEnvironement.reflClampValue);
            cmd.SetRaytracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMinSmoothness, rtEnvironement.reflMinSmoothness);
            cmd.SetRaytracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMaxDistance, rtEnvironement.reflBlendDistance);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.reflRayLength);
            cmd.SetRaytracingIntParams(reflectionShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.reflNumMaxSamples);
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._SsrLightingTextureRW, m_LightingTexture);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._SsrHitPointTexture, m_HitPdfTexture);
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

            // Set ray count tex
            cmd.SetRaytracingIntParam(reflectionShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Compute the pixel spread value
            float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight));

            cmd.SetRaytracingFloatParam(reflectionShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, rtEnvironement.maxNumLightsPercell);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, lightLoop.directionalLightDatas);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, lightLoop.m_lightList.directionalLights.Count);

            // Evaluate the clear coat mask texture based on the lit shader mode
            RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : Texture2D.blackTexture;

            cmd.SetRaytracingTextureParam(reflectionShader, targetRayGen, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

            // Set the data for the ray miss
            cmd.SetRaytracingTextureParam(reflectionShader, m_MissShaderName, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

            // Compute the actual resolution that is needed base on the quality
            uint widthResolution = 1, heightResolution = 1;

            switch (rtEnvironement.reflQualityMode)
            {
            case HDRaytracingEnvironment.ReflectionsQuality.QuarterRes:
            {
                widthResolution  = (uint)hdCamera.actualWidth / 2;
                heightResolution = (uint)hdCamera.actualHeight / 2;
            };
                break;

            case HDRaytracingEnvironment.ReflectionsQuality.Integration:
            {
                widthResolution  = (uint)hdCamera.actualWidth;
                heightResolution = (uint)hdCamera.actualHeight;
            };
                break;
            }

            // Force to disable specular lighting
            cmd.SetGlobalInt(HDShaderIDs._EnableSpecularLighting, 0);

            // Run the calculus
            cmd.DispatchRays(reflectionShader, targetRayGen, widthResolution, heightResolution, 1);

            // Restore the previous state of specular lighting
            cmd.SetGlobalInt(HDShaderIDs._EnableSpecularLighting, hdCamera.frameSettings.IsEnabled(FrameSettingsField.SpecularLighting) ? 1 : 0);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                switch (rtEnvironement.reflQualityMode)
                {
                case HDRaytracingEnvironment.ReflectionsQuality.QuarterRes:
                {
                    // Fetch the right filter to use
                    int currentKernel = reflectionFilter.FindKernel("RaytracingReflectionFilter");

                    // Inject all the parameters for the compute
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, m_LightingTexture);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, m_HitPdfTexture);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_NoiseTexture", blueNoise.textureArray16RGB);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_VarianceTexture", m_VarianceBuffer);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_MinColorRangeTexture", m_MinBoundBuffer);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_MaxColorRangeTexture", m_MaxBoundBuffer);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);
                    cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._SpatialFilterRadius, rtEnvironement.reflSpatialFilterRadius);
                    cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._RaytracingReflectionMinSmoothness, rtEnvironement.reflMinSmoothness);

                    // Texture dimensions
                    int texWidth  = outputTexture.rt.width;
                    int texHeight = outputTexture.rt.height;

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Bind the right texture for clear coat support
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                    // Compute the texture
                    cmd.DispatchCompute(reflectionFilter, currentKernel, numTilesXHR, numTilesYHR, 1);

                    int numTilesXFR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYFR = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    RTHandleSystem.RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                      ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    // Fetch the right filter to use
                    currentKernel = reflectionFilter.FindKernel("TemporalAccumulationFilter");
                    cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._TemporalAccumuationWeight, rtEnvironement.reflTemporalAccumulationWeight);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._AccumulatedFrameTexture, history);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._CurrentFrameTexture, outputTexture);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_MinColorRangeTexture", m_MinBoundBuffer);
                    cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_MaxColorRangeTexture", m_MaxBoundBuffer);
                    cmd.DispatchCompute(reflectionFilter, currentKernel, numTilesXFR, numTilesYFR, 1);
                }
                break;

                case HDRaytracingEnvironment.ReflectionsQuality.Integration:
                {
                    switch (rtEnvironement.reflFilterMode)
                    {
                    case HDRaytracingEnvironment.ReflectionsFilterMode.SpatioTemporal:
                    {
                        // Grab the history buffer
                        RTHandleSystem.RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                                    ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                        // Texture dimensions
                        int texWidth  = hdCamera.actualWidth;
                        int texHeight = hdCamera.actualHeight;

                        // Evaluate the dispatch parameters
                        int areaTileSize = 8;
                        int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
                        int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

                        int m_KernelFilter = reflectionFilter.FindKernel("RaytracingReflectionTAA");

                        // Compute the combined TAA frame
                        var historyScale = new Vector2(hdCamera.actualWidth / (float)reflectionHistory.rt.width, hdCamera.actualHeight / (float)reflectionHistory.rt.height);
                        cmd.SetComputeVectorParam(reflectionFilter, HDShaderIDs._ScreenToTargetScaleHistory, historyScale);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_LightingTexture);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_HitPdfTexture);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._ReflectionHistorybufferRW, reflectionHistory);
                        cmd.DispatchCompute(reflectionFilter, m_KernelFilter, numTilesX, numTilesY, 1);

                        // Output the new history
                        HDUtils.BlitCameraTexture(cmd, hdCamera, m_HitPdfTexture, reflectionHistory);

                        m_KernelFilter = reflectionFilter.FindKernel("ReflBilateralFilterH");

                        // Horizontal pass of the bilateral filter
                        cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.reflFilterRadius);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, reflectionHistory);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_HitPdfTexture);
                        cmd.DispatchCompute(reflectionFilter, m_KernelFilter, numTilesX, numTilesY, 1);

                        m_KernelFilter = reflectionFilter.FindKernel("ReflBilateralFilterV");

                        // Horizontal pass of the bilateral filter
                        cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.reflFilterRadius);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_HitPdfTexture);
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(reflectionFilter, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputTexture);
                        cmd.DispatchCompute(reflectionFilter, m_KernelFilter, numTilesX, numTilesY, 1);
                    }
                    break;

                    case HDRaytracingEnvironment.ReflectionsFilterMode.None:
                    {
                        HDUtils.BlitCameraTexture(cmd, hdCamera, m_LightingTexture, outputTexture);
                    }
                    break;
                    }
                }
                break;
                }
            }
        }
        public bool RenderAreaShadows(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, uint frameCount)
        {
            // NOTE: Here we cannot clear the area shadow texture because it is a texture array. So we need to bind it and make sure no material will try to read it in the shaders
            BindShadowTexture(cmd);

            // Let's check all the resources and states to see if we should render the effect
            HDRaytracingEnvironment rtEnvironement  = m_RaytracingManager.CurrentEnvironment();
            RaytracingShader        shadowsShader   = m_PipelineAsset.renderPipelineResources.shaders.shadowsRaytracing;
            ComputeShader           bilateralFilter = m_PipelineAsset.renderPipelineResources.shaders.areaBillateralFilterCS;
            bool invalidState = rtEnvironement == null || !rtEnvironement.raytracedShadows || hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred ||
                                shadowsShader == null || bilateralFilter == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If invalid state or ray-tracing acceleration structure, we stop right away
            if (invalidState)
            {
                return(false);
            }

            // Grab the acceleration structure for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.shadowLayerMask);

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(shadowsShader, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(shadowsShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);

            int numLights = m_LightLoop.m_lightList.lights.Count;

            for (int lightIdx = 0; lightIdx < numLights; ++lightIdx)
            {
                // If this is not a rectangular area light or it won't have shadows, skip it
                if (m_LightLoop.m_lightList.lights[lightIdx].lightType != GPULightType.Rectangle || m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex == -1)
                {
                    continue;
                }
                using (new ProfilingSample(cmd, "Raytrace Area Shadow", CustomSamplerId.RaytracingShadowIntegration.GetSampler()))
                {
                    LightData currentLight = m_LightLoop.m_lightList.lights[lightIdx];

                    // We need to build the world to area light matrix
                    worldToLocalArea.SetColumn(0, currentLight.right);
                    worldToLocalArea.SetColumn(1, currentLight.up);
                    worldToLocalArea.SetColumn(2, currentLight.forward);

                    // Compensate the  relative rendering if active
                    Vector3 lightPositionWS = currentLight.positionRWS;
                    if (ShaderConfig.s_CameraRelativeRendering != 0)
                    {
                        lightPositionWS += hdCamera.camera.transform.position;
                    }
                    worldToLocalArea.SetColumn(3, lightPositionWS);
                    worldToLocalArea.m33 = 1.0f;
                    worldToLocalArea     = worldToLocalArea.inverse;

                    // Inject the light data
                    cmd.SetRaytracingBufferParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas);
                    cmd.SetRaytracingIntParam(shadowsShader, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                    cmd.SetRaytracingIntParam(shadowsShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples);
                    cmd.SetRaytracingMatrixParam(shadowsShader, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);

                    // Set the data for the ray generation
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                    cmd.SetRaytracingIntParam(shadowsShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

                    // Set the output textures
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, _SNBuffer, m_SNBuffer);
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, _UNBuffer, m_UNBuffer);
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, _UBuffer, m_UBuffer);

                    // Bind the area cookie textures to the raytracing shader
                    cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache());

                    // Run the shadow evaluation
                    cmd.DispatchRays(shadowsShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                }

                using (new ProfilingSample(cmd, "Combine Area Shadow", CustomSamplerId.RaytracingShadowCombination.GetSampler()))
                {
                    // Fetch the filter kernel
                    m_KernelFilter = bilateralFilter.FindKernel("AreaBilateralShadow");

                    // Inject all the parameters for the compute
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, _SNBuffer, m_SNBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, _UNBuffer, m_UNBuffer);
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeIntParam(bilateralFilter, _DenoiseRadius, rtEnvironement.shadowFilterRadius);
                    cmd.SetComputeFloatParam(bilateralFilter, _GaussianSigma, rtEnvironement.shadowFilterSigma);
                    cmd.SetComputeIntParam(bilateralFilter, HDShaderIDs._RaytracingShadowSlot, m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex);

                    // Set the output slot
                    cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray);

                    // Texture dimensions
                    int texWidth  = m_AreaShadowTextureArray.rt.width;
                    int texHeight = m_AreaShadowTextureArray.rt.width;

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Compute the texture
                    cmd.DispatchCompute(bilateralFilter, m_KernelFilter, numTilesX, numTilesY, 1);
                }
            }
            return(true);
        }
        public bool RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, uint frameCount)
        {
            // Bind the indirect diffuse texture
            BindIndirectDiffuseTexture(cmd);

            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironement        = m_RaytracingManager.CurrentEnvironment();
            RaytracingShader        indirectDiffuseShader = m_PipelineAsset.renderPipelineResources.shaders.indirectDiffuseRaytracing;

            bool invalidState = rtEnvironement == null || !rtEnvironement.raytracedIndirectDiffuse ||
                                indirectDiffuseShader == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If no acceleration structure available, end it now
            if (invalidState)
            {
                return(false);
            }

            // Grab the acceleration structures and the light cluster to use
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.indirectDiffuseLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RaytracingManager.RequestLightCluster(rtEnvironement.indirectDiffuseLayerMask);

            // Compute the actual resolution that is needed base on the quality
            string targetRayGen = m_RayGenIndirectDiffuseName;

            // Define the shader pass to use for the indirect diffuse pass
            cmd.SetRaytracingShaderPass(indirectDiffuseShader, "IndirectDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(indirectDiffuseShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.indirectDiffuseRayLength);
            cmd.SetRaytracingIntParams(indirectDiffuseShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.indirectDiffuseNumSamples);
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._IndirectDiffuseTextureRW, m_IndirectDiffuseTexture);
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

            // Set the indirect diffuse parameters
            cmd.SetRaytracingFloatParams(indirectDiffuseShader, HDShaderIDs._RaytracingIntensityClamp, rtEnvironement.indirectDiffuseClampValue);

            // Set ray count tex
            cmd.SetRaytracingIntParam(indirectDiffuseShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Compute the pixel spread value
            float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight));

            cmd.SetRaytracingFloatParam(indirectDiffuseShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, rtEnvironement.maxNumLightsPercell);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Set the data for the ray miss
            cmd.SetRaytracingTextureParam(indirectDiffuseShader, m_MissShaderName, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

            // Compute the actual resolution that is needed base on the quality
            uint widthResolution  = (uint)hdCamera.actualWidth;
            uint heightResolution = (uint)hdCamera.actualHeight;

            // Run the calculus
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTNG_ONLY", true);
            cmd.DispatchRays(indirectDiffuseShader, targetRayGen, widthResolution, heightResolution, 1);
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTNG_ONLY", false);

            return(true);
        }
        public void Render(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, CullingResults cull)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment();
            LightLoop        lightLoop             = m_RaytracingManager.GetLightLoop();
            RaytracingShader forwardShader         = m_PipelineAsset.renderPipelineResources.shaders.forwardRaytracing;
            Shader           raytracingMask        = m_PipelineAsset.renderPipelineResources.shaders.raytracingFlagMask;

            // Check the validity of the state before computing the effect
            bool invalidState = rtEnvironement == null || !rtEnvironement.raytracedObjects ||
                                forwardShader == null || raytracingMask == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If any resource or game-object is missing We stop right away
            if (invalidState)
            {
                return;
            }

            // Grab the acceleration structure and the list of HD lights for the target camera
            RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.raytracedLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RaytracingManager.RequestLightCluster(rtEnvironement.raytracedLayerMask);

            if (m_RaytracingFlagMaterial == null)
            {
                m_RaytracingFlagMaterial = CoreUtils.CreateEngineMaterial(raytracingMask);
            }

            // Before going into raytracing, we need to flag which pixels needs to be raytracing
            EvaluateRaytracingMask(cull, hdCamera, cmd, renderContext);

            // Define the shader pass to use for the reflection pass
            cmd.SetRaytracingShaderPass(forwardShader, "ForwardDXR");

            // Set the acceleration structure for the pass
            cmd.SetRaytracingAccelerationStructure(forwardShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.raytracingRayLength);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, rtEnvironement.rayMaxDepth);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._RaytracingFlagMask, m_RaytracingFlagTarget);
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._CameraColorTextureRW, outputTexture);

            // Compute an approximate pixel spread angle value (in radians)
            float pixelSpreadAngle = hdCamera.camera.fieldOfView * (Mathf.PI / 180.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight);

            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, rtEnvironement.maxNumLightsPercell);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, lightLoop.directionalLightDatas);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, lightLoop.m_lightList.directionalLights.Count);

            // Set the data for the ray miss
            cmd.SetRaytracingTextureParam(forwardShader, m_MissShaderName, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

            // If this is the right debug mode and we have at least one light, write the first shadow to the denoise texture
            HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);

            cmd.SetRaytracingTextureParam(forwardShader, m_RayGenShaderName, HDShaderIDs._RaytracingPrimaryDebug, m_DebugRaytracingTexture);
            hdrp.PushFullScreenDebugTexture(hdCamera, cmd, m_DebugRaytracingTexture, FullScreenDebugMode.PrimaryVisibility);

            // Run the calculus
            cmd.DispatchRays(forwardShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }